Weekly Data Exercise #3 - All About Auras

Weekly Data Exercise

Last week went off! over 1000 thread views and we had severaly different looking weapons, as per usual some overpowered and some balances, and they all looked great! Good job to all those that participated!

Weekly Data Exercise #3

This weeks Data Exercise is a bit easier to come up with a result but you can make it as advanced as you would like to go! You are going to make an Aura, now an aura, for those that don't know is an Area of Effect around a certain unit that either benefits Allies or Disbenefit (can't think of a better word) an enemy.

Criteria:

Again I am not going to put strict criteria on this weeks exercise, I will leave it up to you what you create, but I will give some ideas to make your auras unique.

You could put a visual effect on the units effected

You could make your aura effect different types of units in different ways
As per usual please upload your map that you created the aura in, a video if you can and a little post on how you acheived your result!

Challenge

First Challenge:

Bonus points to you if you can create an aura that will morph nearby marines into zerglings and maruaders into hydralisks.Completed check it out here

Second Challenge:

Allright this time, see if you can create an aura that makes an earthquake effect under the unit with a fairly large raidus, this earthquake will move with the unit and do damage to buildings but not units. it will make the units run away though

Third Challenge:

Ok Seems I have been to easy, lets see if I can complicate things to finish. This aura will drain shields off protoss units, and play a draining effect to the caster. The caster will then increase in size with the more shields it gains, And when it gains a certain shield level, release a massive aoe energy explosion. The challenge for this aura is to be visually pleasing. (you can store the shields it gains in energy)

That could be seen as an aura, but an aura is generally always on, If you have played wow a retribution aura would return a small amount of damage to attackers, or concentration aura would reduce knockback effects on casting, a slow aura would slow people in the area of effect down etc.

Here we go, an aura, which slows enemies more, the longer they stay in range. Starts with 10% slow, increases by 10% every 0.5 seconds, stacks 20 times maximum. Stacks dimishingly, so after about 10 seconds you reached the maximum amount of slow at approximately 87,8% slow (1-(0.9^20)=0.878)

I hope you don't mind, but I decided to piggy-back off your very well-done aura and make something a tad flashier.

This modified version of Kueken531's Time Dilation affects enemy Missiles only and will dramatically slow their movement. If I were to make something like this for a live map I'd give the player a way to deal with the ever-increasing number of missiles chasing them, but I still think it makes for a cool/matrix-esque visual :)

Was working on creating an auras which uses damage response but couldn't for the life of me get it to work, not sure what I am doing wrong.

I have set up the Aura - > search area -> apply behavior - > buff.

Now I played around with every combination of damage response in the buff but I can't seem to get it to do damage to itself. Not sure what I am doing wrong here. Any ideas on how to when the unit does damage, it inflicts a fraction of that damge to itself?

Actually, time scale stacks dimishingly all by itself :D so I did not really do anything to achieve it. Just made a buff which sets the time scale of a unit to 0.9 and let it stack 20 times.

Btw the time scale affects the buffs as well, so the maximum amount of slow is not reached after 10 seconds, because the increase of the slow is slowed by the slow itself ( :D ). Initial slow is 10%, after 0.55 (0.5+10%) seconds it increases to 19%, which will increase to 27.1% after another 0.595 seconds (0.5+19%). You get the idea :-p . Interesting behavior, though.

@ Chiquihuite:

I would suggest adding a 2nd buff to the missile, which applies a timed life of about 5 seconds, so eventually, the missiles will die before reaching the target. I did not find out, how to make them fall to the ground, like the original Time Bomb spell from the alpha mothership did :(